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zerulean

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A member registered Aug 17, 2021

Recent community posts

Hi Strive people!

I've been a fan of both S4P and Conquest for quite a while, and I've played a fair amount of both games. I remember getting sucked into Power for countless hours and even experimenting with mods and different styles of gameplay. 

After trying out Conquest super early, when it first came out as a demo, I decided to wait out because I was frustrated with the change to the old system of Power. It took me a while to realize that it wasn't, indeed, a sequel, but a whole new game and the new mechanics reflected that.

After months I decided to try it out again, mixing in some portrait mods to keep the immersion appealing and I had a lot of fun! So I've been following the progress of the game closely and trying different and new things whenever I get a chance.

I have a few suggestions:

  • More linear specialization: after a couple of days of training my residents (slaves and peons) I started to pile up a lot of classes. A LOT OF THEM. After a while I just kept taking more and more until I eventually had a character that basically had every single class obtainable. Maybe implement a system where you can trade experience points for either raising your stat cap (wits, cha, sex) or getting extra stat points. Like, say, 5000xp = +1 CHA/PHY or 5000xp = +20 Wits.
  • Discovering end of dungeon resources: I suggest a single upgrade, something mid-to-late game that allows you to discover the resources you would find at the end of each dungeon upon purchasing it.
  • Get rid of those damn Bandit Assassins: seriously they're the most annoying enemies I've faced. And not because they're unkillable, but because they have a one-shot ability too powerful for a mid game dungeon. I'd suggest nerfing the ability or fixing/adding a better resurrect ability. The ones currently in-game either don't work as intended or cannot be used once your slave has been defeated and you're out of combat.
  • More unique classes: I absolutely adore the fact that there are race exclusive classes in the game. Having Valkyries and Dragon Knights, or Druids and True Succubi is truly appealing and one of the reasons I enjoy the game so much. We need more of these!
  • Race bonuses: most of the racial bonuses are underwhelming to be honest. I kind of enjoyed the strong bonuses Power had, and that's a big downside in Conquest.  I do understand they're different games, but while creating new characters I remember the first time around being truly unimpressed by racial bonuses. And even after playing the game for a while, I see no differences between most races because their bonuses, apart from health %, aren't really that powerful.
  • Interactions system: I'd like to see the system expanded, to either allow slaves to have limited interactions with one another, or add more "chat" interactions per day between the master and the slaves. Right now it feels pretty limited to once a day, and I gather that's to prevent the player from powerleveling stats through training, but you could also make training a social ability locked behind the Master and Director classes.
  • New houses/outposts: yes! I'd like to see this implemented. The name Conquest suggests a system to conquer the whole realm, and adding the option to construct outposts at different locations, and influence the different locations in the world sounds as complicated as it sounds fun! If it is one of the works in progress, then I can't wait to see it implemented.

Right now these are some of the things I'd like to suggest for the game. I've been lurking the forum for a while now, and decided it was time to chip in with some input.

Thanks for all your hard work Maverik and co., you've brought many hours of entertainment to a lot of people.

Yeah 230 points was a dungeon, and btw, I got lucky on some things, and unlucky on others. High physical slaves are either farmed from scratch, or found on the early days. I simply grabbed the best one I came across and built it up. Still haven't continued after day 8 but I do get bored eventually after so much grinding and micromanaging.

The most valuable thing you can get from the guilds, is an upgrade from the workers that allows you to disassemble items to get some materials back. Since I run dungeons non-stop I end up hoarding a bunch of items, and if you press shift while hovering over an item you'll get to read the materials it's made of. I've been lucky enough to end up with some dragon bones by day 14 and even made a chestpiece for a knight.

But anyways, there's always workarounds for when things get super unlucky. You either get to the quest before day 28, or pay 3k and it's really not impossible. If it turns out to be troublesome, simply run easy quests all the way. Though I find that to be a bit of a gamble and have to end up saving 3k of money.

I had a save for last version where I was aiming to farm the 100k with dungeons, and I had gotten past day 50 with like 30k or something, and I'm sure I had enough materials to make above 50k if I emptied my bags. Totally doable, just a lot of farming for something that's not intended.

I also find that it gets way easier when you start splitting into 2 or 3 parties running dungeons with like 1 or 2 main slaves and the rest farming experience. To the point where I get bored of that lol.

I like the game, and the RPG side of it is quite engaging, but I also understand it's an early version, although with a lot of content and hours of entertainment.

On Day 7 I got the 4 medium quests. Fighters was defeat undead, Workers wanted whiskey, Servants a slave with Succubus and Sex toy (might be too early to complete THIS one quest) and Mages wanted 6 Aphrodisiacs. 

I completed the Workers quest and got up to 350 points.

Fighters up to 517, bought knight class.

For the mages I'll just buy aphrodisiacs from the shop, and for the servants I might forfeit it, depending on my luck towards day 13.

1. Upgrades get queued as soon as I get materials for them. Priorities are rooms>crafting>wood>others.

2. Quest points, by day 5 I have all guilds at around 140, except fighters which was at 230.


And continuing the save, On day 5 I sent my PC and one of the 2 tanky slaves to farm a grove for magic wood, so I can do some slave upgrading if I need it, and if i'm lucky catch a fairy too.

I kept my Valk with daisy and another slave I picked up running dens while the other party traveled to the Grove, and by the time they got there I had finished 2 dens and had 2 more slaves to train with (both with average magic/wits so it's a good start for magic users), the extra heals are always helpful, and I don't have heavy armor on yet.

It's my preference to not farm the resources at the end of the dungeons this early, since you can buy them from the shop, and you can get a good chunk of stone/obsidian after demolishing a couple of shrines. I simply forget the dungeon once I unlock the chest and cast a social skill on the new slave if I'm to keep it.

On the matter of items, I'll use every weapon or armor I can, and if I can't use it, save it for disassembly later. That is arguably the most valuable thing you can get out of the guilds, since we're doing 2 parties already and running dungeons all day long. And you can get it this early, with only 100 guild points. This is how you get the rarest materials super early.

So I got to the end of day 6 with 9 slaves. 2 tanks, 6 magic users and Daisy.

Ok so I was already well underway with a run, but I'm gonna start one from scratch and document it for you, and please do mind that there might be some oversights to certain aspects I'd assume you're familiar with.

   Master - Dark Elf (+5 MATK) - Apprentice (+10 Wits)

PHY 1 - WIT 4 - CHA 4 - SEX 1 - MAG 5 (You could argue that 5th point can go to either CHA or WIT but I prefer starting with high magic affinity right away)

Likes fish, hates meat. Sex trait: Curious.

   1st Slave - Fighters guild - Seraph (140% Health, 10% light resist, and the most important thing, Valkyrie as class upgrade) - Fighter (+5 Physics, +15 Health, + 5 Speed)

GRO 5 - PHY 5 - WIT 5 - MAG 4 (Rest with no additional points but here's the gist: the first slave is usually my frontline and ends up with high wits/physics thanks to some training and working, so it also ends up being my upgrade/crafter)

Likes fish, hates meat. Sex trait: Curious.

   Day 1:

Grab 4 quests: Workers want 14 bones, Servants want a female with at least average timid, Fighters want 8 goblins defeated, Mages want 2 aphrodisiacs. Market has 2 aphrodisiacs on day 1 so we complete one quest. The slave market has a female with average timid factor but it's over 300 so not worth it. Buy 2 aphro, complete the quest, that's +272 gold (-200 spent +472 reward). I buy mana and health crystals from the shop. Change quest difficulty to medium (because I might forget later)

There's no staff on the shop, but there's a slave that caught my eye.

   2nd Slave - Slave Market - Halfkin Tanuki (115% health, +5 Wits) - Fighter, Rogue (Crit Chance +3 , Speed +10)

GRO 2 - PHY 3 - MAG 3 - WIT 3 - CHA 2 - SEX 3 - TAM 4 - TMD 3 (Basically, this slave will be a second frontline)

Loves fish.

I put extra rations on everyone and luxury room on my first slave. Use praise and sedate once on each, then date with my Seraph to train wits. Sex with them too to get a little bit of experience, and check my dungeons. Goblin cave 3 hours away, so we head there. Armor on 1st slave, sword on 2nd, nothing on PC.

My 2nd slave hits around 30 with ordinary attack, while PC and 1st hit for around 15-20.

Inside the dungeon I completed the Fighter quest, and got Druid with my PC before the boss fight, so I healed up my team, finished the run and farmed the leather for a couple of hours. The leather is important for the stables upgrade. Sell some obsidian I got from demolishing the stones, and bought some food. Saved 200 gold, and ended the day with my team resting.

   Day 2:

   3rd Slave: Daisy

I always get Daisy ASAP so I can start training charm on her and my PC, that way I can make the most out of the training sessions. And she's an extra body for dungeons, since we're only healing with druid heals with no staff atm.

Team: PC Dark Elf Apprentice, Druid - 1st slave Seraph Figher, Watchdog - 2nd slave Halfkin Tanuki Figher, Rogue, Watchdog - 3rd slave Daisy

With 4 members I can easily tackle more goblin dungeons until I farm enough gear to move on towards bandit dens and better gear.

Daisy can be useful in dungeons after getting Harlot, since she can distract enemies and bosses, which is sort of a help, and she's the one that demolishes shrines from now on, that way if she gets cursed, she's not that important and therefore the debuffs don't have a big impact in the rest of the team, who are the damage dealers. Basically, she's the cursed bitch.

I bought 3 goblin runs on day 2, completed the Workers quest, bought/farmed some gear and got back to the mansion to rest for a couple of hours. I lucked out on getting an adamantine spear from the shop, which I completely forgot to check, and a steel staff. So now my team is ready for bandit dens.

Consume all the social skills you have, they're useful ways to boost obedience, and your slaves also can help you with that.

   Day 3:

Now the team is set to run bandit dens and farm wood and slaves to get the Servants quest done.

Team: PC Dark Elf Apprentice, Druid, Caster, Necromancer (yes, I got to 75 wits with the last chest on my 3rd goblin run) - 1st slave Seraph Fighter, Watchdog, Trainer, Worker - 2nd slave Halfkin Tanuki Fighter, Rogue, Watchdog, Trainer - Daisy Harlot, Natural Pet.

At this point, the 2 fronties are geared enough for the dens, and we do enough damage to clear the first one without casualties, and get the last bit we need to expand our rooms.

After running 2 dens, we completed the last quest for the Servants with one of the slaves at the end.

So before finishing the day, I go to the shop and trade some leftover gear for food and queue up the mansion upgrade for rooms. At the moment I only have 4 people, and haven't kept any extra slaves, so I'll run another den after doing 0hs training.

   Day 4:

Team: Same as the previous day, with my Seraph now a Valkyrie and Daisy a Dancer.

After finishing expanding the rooms, the objective here is to get the best possible gear/slaves we can from runs, because now we have 2 great nukers which are our Necromancer with Decay, and our Valk with Holy Lance and Swipe.

I'll update when I get the chance to continue with this save.

Ok, so I've been playing the game for a while now, and got a pretty solid grasp on things and mechanics, but not to the point of minmaxing yet.

I've tried to run things 2 ways mostly. I've made it to day 14 getting 500 rep with all 4 guilds by changing the quests on day 7 to medium difficulty and running bandit dungeons and farming some slaves from those, either for gold or personnel. My start is always the same:

1st slave: Dark Elf. Apprentice (Druid-Caster-Necromancer). You build your Master to be your nuker early on, and since you have to worry about training high wits ASAP, I'd recommend buying a slave that can benefit from wits early on aswell, either a second magic user or a worker, to spend the first day building up your wits with that slave.

Side with fighters. Don't sell anything you can use yet, we're not in a rush. Unless it is for an improvement, or an extremely good slave.

2nd slave: Seraph (Fighter-Valkyrie-Knight) or another high health race. I like Seraphs for the sole fact that you can get holy lance by day 4 to 5 by doing physical training, and that allows you to snipe those bandit assasins and make your day7+ runs much smoother.

3rd slave: Worker/2nd Nuker, whatever is available with high wits. This slave will have to be your lockpicker/fisher early on, so make sure you spend that first day training your wits with it.

The first couple of days are just goblin runs. Demolish stone shrines, ignore others, lockpick with your 3rd slave, and just keep using your social skills building up obedience/loyalty. Once you're confident your team can take on bandit dens, you go and start farming slaves. I usually get there by day 3 or 4, depending on the first golbin runs and the gear i have with me.

What's important to have in mind is that demolishing shrines gives you a lot of stones/obsidian early on that can make a difference by the time you get to hour 23 and want to go to the shop and trade for food/gear before the reset happens at 0hs.

Make sure you rush your rooms to expand towards making a second team to run in parallel with your main team, either by splitting the first team or starting one from scratch with a good tank. With good medium armor you can get away with a single slave frontlining and healing after combat. But things need to die for your lone frontie to stay alive through the entirety of the combat.

Use your hours wisely. You'll mostly be using them to travel to your dungeons, don't rush things.

Keep in mind always that you'll need to train every day with a slave. At the moment, there's only one interaction available per day and getting wits+charm  maxed on your master should always be a priority, so that by day 7 you can make the most out of the medium difficulty quests you'll get.

There are no hard quests, just some that take longer. If an item requested is not in the market, you can always look for it elsewhere.

Slaves come and go, so long as it's not one from your main team, they can be replaced, and even those in the main team can too.

You can also spend an extra couple of days grinding on a single slave to meet the requirements for a quest, it's fine so long as you remember to multitask and not rush to the next day to complete the training. If you don't rush your hours, you'll get to day 14 with 500+ rep on at least 3 guilds AND 1k+ gold.

If you would like me to expand on this I'd be happy to document a run and post it somewhere.